Loading libs/renderengine/skia/filters/BlurFilter.cpp +6 −2 Original line number Diff line number Diff line Loading @@ -72,8 +72,10 @@ void BlurFilter::draw(SkCanvas* canvas, sk_sp<SkSurface> input, const uint32_t b const float stepY = radiusByPasses; // start by drawing and downscaling and doing the first blur pass SkFilterOptions linear = {SkSamplingMode::kLinear, SkMipmapMode::kNone}; SkRuntimeShaderBuilder blurBuilder(mBlurEffect); blurBuilder.child("input") = input->makeImageSnapshot()->makeShader(); blurBuilder.child("input") = input->makeImageSnapshot()->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear); blurBuilder.uniform("in_inverseScale") = kInverseInputScale; blurBuilder.uniform("in_blurOffset") = SkV2{stepX * kInverseInputScale, stepY * kInverseInputScale}; Loading @@ -97,7 +99,9 @@ void BlurFilter::draw(SkCanvas* canvas, sk_sp<SkSurface> input, const uint32_t b for (auto i = 1; i < numberOfPasses; i++) { const float stepScale = (float)i * kInputScale; blurBuilder.child("input") = readSurface->makeImageSnapshot()->makeShader(); blurBuilder.child("input") = readSurface->makeImageSnapshot()->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear); blurBuilder.uniform("in_inverseScale") = 1.0f; blurBuilder.uniform("in_blurOffset") = SkV2{stepX * stepScale, stepY * stepScale}; Loading Loading
libs/renderengine/skia/filters/BlurFilter.cpp +6 −2 Original line number Diff line number Diff line Loading @@ -72,8 +72,10 @@ void BlurFilter::draw(SkCanvas* canvas, sk_sp<SkSurface> input, const uint32_t b const float stepY = radiusByPasses; // start by drawing and downscaling and doing the first blur pass SkFilterOptions linear = {SkSamplingMode::kLinear, SkMipmapMode::kNone}; SkRuntimeShaderBuilder blurBuilder(mBlurEffect); blurBuilder.child("input") = input->makeImageSnapshot()->makeShader(); blurBuilder.child("input") = input->makeImageSnapshot()->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear); blurBuilder.uniform("in_inverseScale") = kInverseInputScale; blurBuilder.uniform("in_blurOffset") = SkV2{stepX * kInverseInputScale, stepY * kInverseInputScale}; Loading @@ -97,7 +99,9 @@ void BlurFilter::draw(SkCanvas* canvas, sk_sp<SkSurface> input, const uint32_t b for (auto i = 1; i < numberOfPasses; i++) { const float stepScale = (float)i * kInputScale; blurBuilder.child("input") = readSurface->makeImageSnapshot()->makeShader(); blurBuilder.child("input") = readSurface->makeImageSnapshot()->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear); blurBuilder.uniform("in_inverseScale") = 1.0f; blurBuilder.uniform("in_blurOffset") = SkV2{stepX * stepScale, stepY * stepScale}; Loading